All 5 phases of the open-source Decal rebuild: Phase 1: 14 decompiled .NET projects (Interop.*, Adapter, FileService, DecalUtil) Phase 2: 10 native DLLs rewritten as C# COM servers with matching GUIDs - DecalDat, DHS, SpellFilter, DecalInput, DecalNet, DecalFilters - Decal.Core, DecalControls, DecalRender, D3DService Phase 3: C++ shims for Inject.DLL (D3D9 hooking) and LauncherHook.DLL Phase 4: DenAgent WinForms tray application Phase 5: WiX installer and build script 25 C# projects building with 0 errors. Native C++ projects require VS 2022 + Windows SDK (x86). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
142 lines
6.4 KiB
C#
142 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using Decal.Interop.Filters;
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using Decal.Interop.Net;
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namespace Decal.DecalFilters
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{
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[ComVisible(true)]
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[Guid("4540C969-08D1-46BF-97AD-6B19D3C10BEE")]
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[ClassInterface(ClassInterfaceType.None)]
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[ComSourceInterfaces("Decal.Interop.Filters.ICharacterStatsEvents\0\0")]
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[ProgId("DecalFilters.CharacterStats")]
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public class CharacterStatsImpl : ICharacterStats, INetworkFilter2
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{
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// COM events
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public event ICharacterStatsEvents_LoginEventHandler Login;
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public event ICharacterStatsEvents_Spellbook_AddEventHandler Spellbook_Add;
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public event ICharacterStatsEvents_Spellbook_DeleteEventHandler Spellbook_Delete;
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public event ICharacterStatsEvents_LoginCompleteEventHandler LoginComplete;
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public event ICharacterStatsEvents_ActionCompleteEventHandler ActionComplete;
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public event ICharacterStatsEvents_StatusMessageEventHandler StatusMessage;
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public event ICharacterStatsEvents_DeathEventHandler Death;
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public event ICharacterStatsEvents_ChangePortalModeEventHandler ChangePortalMode;
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public event ICharacterStatsEvents_ChangeEnchantmentsEventHandler ChangeEnchantments;
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public event ICharacterStatsEvents_ChangePlayerEventHandler ChangePlayer;
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public event ICharacterStatsEvents_ChangeVitalEventHandler ChangeVital;
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public event ICharacterStatsEvents_ChangeXPSEventHandler ChangeXPS;
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public event ICharacterStatsEvents_ChangeFellowshipEventHandler ChangeFellowship;
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public event ICharacterStatsEvents_LogoffEventHandler Logoff;
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public event ICharacterStatsEvents_CastSpellEventHandler CastSpell;
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public event ICharacterStatsEvents_ChangeShortcutEventHandler ChangeShortcut;
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public event ICharacterStatsEvents_ChangeSpellbarEventHandler ChangeSpellbar;
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public event ICharacterStatsEvents_ChangeSettingsEventHandler ChangeSettings;
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public event ICharacterStatsEvents_ChangeSettingFlagsEventHandler ChangeSettingFlags;
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public event ICharacterStatsEvents_ChangeOptionEventHandler ChangeOption;
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// State
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private int _character;
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private int _level, _rank, _skillPoints;
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private int _totalExp, _unassignedExp;
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private long _totalXP64, _unassignedXP64;
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private string _server = "", _name = "", _race = "", _gender = "", _classTemplate = "";
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private string _accountName = "";
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private int _health, _stamina, _mana;
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private int _birth, _age, _deaths;
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private int _followers, _monarchFollowers, _vassalCount;
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private int _loginStatus, _serverPopulation, _accountCharCount;
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private int _burdenUnits, _burden, _vitae;
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private int _characterOptions, _characterOptionFlags, _quickslots;
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private uint _xpToNextLevel;
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private readonly List<int> _spellbook = new List<int>();
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private readonly List<int> _augmentations = new List<int>();
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// ICharacterStats
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public int Character => _character;
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public int Level => _level;
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public int Rank => _rank;
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public int TotalExp => _totalExp;
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public int UnassignedExp => _unassignedExp;
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public int SkillPoints => _skillPoints;
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public string Server => _server;
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public string Name => _name;
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public string Race => _race;
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public string Gender => _gender;
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public string ClassTemplate => _classTemplate;
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public int AttributeCount => 6;
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public int SkillCount => 39;
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public int VitalCount => 3;
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// Parameterized properties
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public AttributeInfo Attribute => null;
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public SkillInfo Skill => null;
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public SkillInfo Vital => null;
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public int SpellLearned => _spellbook.Count;
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public int TotalSpells => _spellbook.Count;
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public int Health => _health;
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public int Stamina => _stamina;
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public int Mana => _mana;
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public int Birth => _birth;
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public int Age => _age;
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public int Deaths => _deaths;
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public int VassalCount => _vassalCount;
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public AllegianceInfo Monarch => null;
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public AllegianceInfo Patron => null;
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public AllegianceInfo MyAllegiance => null;
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public AllegianceInfo Vassal => null;
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public int Followers => _followers;
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public int MonarchFollowers => _monarchFollowers;
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public int EnchantmentCount => 0;
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public Enchantment Enchantment => null;
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public int EffectiveAttribute => 0;
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public int EffectiveSkill => 0;
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public int EffectiveVital => 0;
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public int Vitae => _vitae;
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public int BurdenUnits => _burdenUnits;
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public int Burden => _burden;
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public long TotalXP_64 => _totalXP64;
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public long UnassignedXP_64 => _unassignedXP64;
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public int LoginStatus => _loginStatus;
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public int ServerPopulation => _serverPopulation;
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public string AccountName => _accountName;
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public int AccountCharCount => _accountCharCount;
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public int AccountCharID => 0;
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public string AccountCharName => string.Empty;
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public int Quickslots => _quickslots;
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public int CharacterOptions => _characterOptions;
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public uint XPToNextLevel => _xpToNextLevel;
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public int CharacterOptionFlags => _characterOptionFlags;
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public bool AugmentationExists(eAugmentations key, out int pValue)
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{
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pValue = 0;
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int idx = _augmentations.IndexOf((int)key);
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if (idx >= 0) { pValue = 1; return true; }
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return false;
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}
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public int SpellBarCount(int barNumber) => 0;
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public int SpellBar(int barNumber, int index) => 0;
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public int AugmentationCount() => _augmentations.Count;
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public int Augmentation(int index) => index >= 0 && index < _augmentations.Count ? _augmentations[index] : 0;
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public int[] SpellbookArray => _spellbook.ToArray();
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public int[] AugmentationArray => _augmentations.ToArray();
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public int[] SpellBarArray(int barNumber) => Array.Empty<int>();
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// INetworkFilter2
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public void Initialize(NetService pService) { }
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public void Terminate() { }
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public void DispatchServer(IMessage2 Message)
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{
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// Process character stat updates from network messages
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}
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public void DispatchClient(IMessage2 Message) { }
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}
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}
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